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Gamescom

gamescom 2017: EA-Line-up

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We’ll be loo­king at two EA tit­les while we’re at the games­com and we’re even making good a tit­le out of our EA Play ses­si­on.

Need for Speed: Pay­back is the 23rd of the action-packed racing series that was first crea­ted in 1994 by Pioneer Pro­duc­tions and EA Cana­da. And we tal­ked to two of the deve­lo­pers of Need for Speed: Pay­back back­stage in the busi­ness area at games­com. Several hund­red crea­ti­ve minds at Ghost Games in Gothen­burg, the second lar­gest city in Swe­den, cur­r­ent­ly work on this tit­le. And com­pa­red to it’s pre­de­ces­sors they want to espe­ci­al­ly con­vey the fee­ling of pur­su­it with this new ent­ry in the series.

The sin­ce 2008 estab­lished sto­ry cut sce­nes in the fran­chise are pre­sent as well, though we could not deter­mi­ne the qua­li­ty of the sto­ry and pre­sen­ta­ti­on its­elf, alt­hough the Eng­lish voices see­med to be pret­ty fami­li­ar to us. We assu­me that one of them was the voice actress Sami­ra Wiley aka Michon­ne in the video­ga­me adap­ti­on of The Wal­king Dead series. But what still counts first and fore­most is natu­ral­ly the racing its­elf. The hand­ling of the cars is very action packed, despi­te that we always were in con­trol of the faith­ful­ly recrea­ted cars of BMW, Hon­da and Co. Despi­te the fact that NfS is still ripe to burst with licen­sed true to the dime auto­mo­bi­les, there’s still varied col­li­si­on dama­ge should the dri­ver deci­de to ram into the envi­ron­ment or their fel­low racing dri­vers. It’s also very inte­res­ting to note, that the­re are actual­ly rigs for play­ers that can tra­ver­se desert sands, simi­lar to Motor­Storm.

The world insi­de Need for Speed: Pay­back is qui­te impo­sing as well. It’s not only by far the big­gest envi­ron­ment in the histo­ry of the game; it’s also divi­ded in dif­fe­rent cli­ma­te zones. Spee­ding through one part of the map shows us lively cities while ano­t­her drif­ting through lar­ge can­yons is in order. The lay­out of the racing tracks them­sel­ves can be qui­te chal­len­ging at times and the envi­ron­ments look stun­ning and are very detail­ed thanks to the fur­ther deve­lo­ped Frost­bi­te-Engi­ne.

But the mis­si­on design still rai­ses some ques­ti­ons of sorts sin­ce we’ve play­ed some check­point races and hunts for loot boxes. Both mis­si­ons should be avail­ab­le for the online mode as well. The AI on the other hand seems dyna­mic and adap­ting but poses litt­le thre­at to the trai­ned play­er. Rea­son enough to take the races online for more of a chal­len­ge! The ela­bo­ra­te online sys­tem of the pre­de­ces­sors will return but more details on it were con­ser­ved for the actu­al release.

After the fact that we expe­ri­en­ced sleek cha­ses throughout the desert and actu­al open world game­play the games slow­ly appears to shape up into a racing game that is qui­te hard to miss out on. We’re exci­ted and curious as to which fea­tures will make it into the game and look for­ward to the 10th of Novem­ber to find out.

The demo of Star Wars: Battle­front II is limi­ted to batt­les in space. We fought on the side of the Empi­re and jum­ped into the pilot seat of an X- , Y- and A-Wing and the con­trols see­med much more deli­ca­te and intui­ti­ve in con­tra­ry to the first game. The pre­sen­ta­ti­on seems very much like in the movies, burs­t­ing with dif­fe­rent effec­ts and opu­lent detail­ed Star Des­troy­ers. It’s game­play reminds us of the tit­le with the same name deve­lo­ped by Pan­de­mic in 2005 for Play­Sta­ti­on 2/Xbox/Gamecube.

First we have to des­troy the defen­se sys­tems and the shield gene­ra­tors of the colos­sal Star Des­troy­er to be able to get insi­de. Dod­ging the ene­my attacks and qui­te intimi­da­ting laser beams; while making our way insi­de to eli­mi­na­te the Star Des­troy­er was accen­tua­ted with noto­rious Star Wars melo­dies.

Once again we’re posi­tively ela­ted to test out the addi­tio­nal modes in Battle­front II and are curious as to whe­re the sin­gle play­er cam­pai­gn will take us. We’ve even pro­vi­ded a video regar­ding our rather short time insi­de of the game as a small tre­at for all of you, to fur­ther the exci­te­ment for the tit­le.

Battle­field 1: In the Name of the Tsar will be released in the upco­m­ing mon­ths and pro­vi­des six new maps as well as twel­ve new wea­pons (inclu­ding a sta­tio­na­ry gun), three new vehi­cles and the new mode “Sup­ply drop” Addi­tio­nal­ly we were able to get a glim­p­se of the Rus­si­an fema­le sol­di­ers, thanks to the new Russian/white army scout class. In June we were alrea­dy able to test the map Lup­kow Pass at EA Play in Los Ange­les only to tra­ver­se and fight in the bit­ter colds of the Car­pa­thi­an moun­tains on the boar­der of Poland and Slo­va­kia.

As a BF1 new­co­mer, but an expert to the series you’ll feel imme­dia­te­ly at home regar­ding clas­ses, wea­pons, HUD and the con­trols. The actu­al speed of game­play is sur­pri­sin­gly fast and flu­id in con­si­de­ra­ti­on that have to work with rather dated wea­pon­ry and the lack of dro­nes and tech­ni­cal equip­ment. The fights in the dugouts are exten­si­ve and the tasks you can com­ple­te do not lack in varie­ty eit­her. At one time you have to defend an inco­m­ing train while the ene­my is out to des­troy the very same, armed to the teeth and all.

Even though our time with the new BF1 expan­si­on was short, it inci­ted the need for more batt­les on the diver­se maps. The add-on is com­ple­te­ly free of char­ge for all who own the new Battle­field 1: Revo­lu­ti­on Edi­ti­on as well as for all “Pre­mi­um” Play­ers. You’ll also be able to buy it sepa­r­ate­ly once it releases in Sep­tem­ber.

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